I've been looking through some raytracing information recently and I have a question. I think the only way to do raytracing in OpenGL is to use the compute shader, right ? But does it have the luck of ...

I'm in a class where we are creating a ray tracer from the ground up in C++. I'm at a point where I can't seem to wrap my head around the math that is required to calculate the point at which a ray ...

I am attempting to convert the algorithm from http://www.cbloom.com/3d/techdocs/fast_ray_tri.txt to java code, but my solution does not function correctly.
The only intentional change I made was for ...

I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...

I'm trying to make a real-time GPU (CUDA) ray tracer, and for now I'm tracing single rays, but I've ran into a problem: the BVH. This [PDF]paper has been my inspiration for the theoretical part, and ...

A ray is shot from the camera eye to the camera screen at point (i,j) how do I get the coordinates of that point in 3D world coordinates?
The best I could find online is for point S
S = Q + au + bv
...

I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...

Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement ...

I am writing a program, that as input, I have a huge (10^6 elements) 3d mesh (with hexagonal shaped elements), and I want to realtime render it, but not as real-time as a game. It just can show the ...

I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light ...

I'm developing a basic triangle mesh raytracer on a short deadline.
This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most ...